#version 460


layout(location=0) out vec4 outColor;



layout(location = 0) in vec4 inColor;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inViewLine;
layout(location = 3) in vec2 Zso;




void main(void){
	outColor = inColor;
	//outColor = f_buildColor(m_Color);
	outColor.rgb *= abs(dot(inNormal, inViewLine));
	//outColor = vec4(1.0, 0.0, 1.0, 1.0);
	
	gl_FragDepth = gl_FragCoord.z * Zso.x + Zso.y;
}



